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<blockquote data-quote="Dausuul" data-source="post: 5491579" data-attributes="member: 58197"><p>Skill challenges aren't a system. They're the skeleton of a system, and it takes a bunch of planning to flesh that skeleton out into something that works in an adventure and doesn't feel totally artificial. A large part of the reason I want skirmish fights is to throw in on the fly.</p><p></p><p>Besides, skill challenges are too abstract. I don't want to abstract out the little fights and other incidents of dungeon crawling, I just want them to take an amount of time proportional to their significance.</p><p></p><p>I think if we had a combat system that ran smoothly without minis (so we don't have to waste a lot of time setting up), and a grade of monster in between minions and standard monsters, that would do the trick. And possibly a different attrition mechanic; healing surges as the primary form of attrition seem unsatisfying to me, but maybe that's because when I'm a player, I'm usually standing in the back throwing spells and not getting hit much.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5491579, member: 58197"] Skill challenges aren't a system. They're the skeleton of a system, and it takes a bunch of planning to flesh that skeleton out into something that works in an adventure and doesn't feel totally artificial. A large part of the reason I want skirmish fights is to throw in on the fly. Besides, skill challenges are too abstract. I don't want to abstract out the little fights and other incidents of dungeon crawling, I just want them to take an amount of time proportional to their significance. I think if we had a combat system that ran smoothly without minis (so we don't have to waste a lot of time setting up), and a grade of monster in between minions and standard monsters, that would do the trick. And possibly a different attrition mechanic; healing surges as the primary form of attrition seem unsatisfying to me, but maybe that's because when I'm a player, I'm usually standing in the back throwing spells and not getting hit much. [/QUOTE]
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